Artifact 496784a5813cdffad050268f7a06dbf4a121db43
- File
src/win32/directx/d3d10effect.d
-
2015-05-05 06:49:05
- part of checkin
[9b639cf2d6]
on branch trunk
- Working version for update to 2.067.
The problem was __gshared. Replacing it with TLS fixed the issue. Remaining problem is that "hack.d"'s CloseHandle hack is not working anymore.
(user: kinaba) [annotate]
-
2015-05-05 06:49:05
- part of checkin
[9b639cf2d6]
on branch trunk
- Working version for update to 2.067.
/***********************************************************************\ * d3d10effect.d * * * * Windows API header module * * * * Placed into public domain * \***********************************************************************/ module win32.directx.d3d10effect; private import win32.windows; private import win32.directx.d3d10; enum D3D10_DEVICE_STATE_TYPES { D3D10_DST_SO_BUFFERS = 1, D3D10_DST_OM_RENDER_TARGETS, D3D10_DST_OM_DEPTH_STENCIL_STATE, D3D10_DST_OM_BLEND_STATE, D3D10_DST_VS, D3D10_DST_VS_SAMPLERS, D3D10_DST_VS_SHADER_RESOURCES, D3D10_DST_VS_CONSTANT_BUFFERS, D3D10_DST_GS, D3D10_DST_GS_SAMPLERS, D3D10_DST_GS_SHADER_RESOURCES, D3D10_DST_GS_CONSTANT_BUFFERS, D3D10_DST_PS, D3D10_DST_PS_SAMPLERS, D3D10_DST_PS_SHADER_RESOURCES, D3D10_DST_PS_CONSTANT_BUFFERS, D3D10_DST_IA_VERTEX_BUFFERS, D3D10_DST_IA_INDEX_BUFFER, D3D10_DST_IA_INPUT_LAYOUT, D3D10_DST_IA_PRIMITIVE_TOPOLOGY, D3D10_DST_RS_VIEWPORTS, D3D10_DST_RS_SCISSOR_RECTS, D3D10_DST_RS_RASTERIZER_STATE, D3D10_DST_PREDICATION } struct D3D10_STATE_BLOCK_MASK { BYTE VS; BYTE[2] VSSamplers; BYTE[16] VSShaderResources; BYTE[2] VSConstantBuffers; BYTE GS; BYTE[2] GSSamplers; BYTE[16] GSShaderResources; BYTE[2] GSConstantBuffers; BYTE PS; BYTE[2] PSSamplers; BYTE[16] PSShaderResources; BYTE[2] PSConstantBuffers; BYTE[2] IAVertexBuffers; BYTE IAIndexBuffer; BYTE IAInputLayout; BYTE IAPrimitiveTopology; BYTE OMRenderTargets; BYTE OMDepthStencilState; BYTE OMBlendState; BYTE RSViewports; BYTE RSScissorRects; BYTE RSRasterizerState; BYTE SOBuffers; BYTE Predication; } extern (C) const GUID IID_ID3D10StateBlock = {0x803425a, 0x57f5, 0x4dd6, [0x94, 0x65, 0xa8, 0x75, 0x70, 0x83, 0x4a, 0x08]}; interface ID3D10StateBlock : IUnknown { extern(Windows) : HRESULT Capture(); HRESULT Apply(); HRESULT ReleaseAllDeviceObjects(); HRESULT GetDevice(ID3D10Device ppDevice); } HRESULT D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK* pA, D3D10_STATE_BLOCK_MASK* pB, D3D10_STATE_BLOCK_MASK* pResult); HRESULT D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK* pA, D3D10_STATE_BLOCK_MASK* pB, D3D10_STATE_BLOCK_MASK* pResult); HRESULT D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK* pA, D3D10_STATE_BLOCK_MASK* pB, D3D10_STATE_BLOCK_MASK* pResult); HRESULT D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK* pMask, D3D10_DEVICE_STATE_TYPES StateType, UINT RangeStart, UINT RangeLength); HRESULT D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK* pMask, D3D10_DEVICE_STATE_TYPES StateType, UINT RangeStart, UINT RangeLength); HRESULT D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK* pMask); HRESULT D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK* pMask); BOOL D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK* pMask, D3D10_DEVICE_STATE_TYPES StateType, UINT Entry); HRESULT D3D10CreateStateBlock(ID3D10Device pDevice, D3D10_STATE_BLOCK_MASK* pStateBlockMask, ID3D10StateBlock ppStateBlock); const D3D10_EFFECT_COMPILE_CHILD_EFFECT = 1 << 0; const D3D10_EFFECT_COMPILE_ALLOW_SLOW_OPS = 1 << 1; const D3D10_EFFECT_SINGLE_THREADED = 1 << 3; const D3D10_EFFECT_VARIABLE_POOLED = 1 << 0; const D3D10_EFFECT_VARIABLE_ANNOTATION = 1 << 1; const D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT = 1 << 2; struct D3D10_EFFECT_TYPE_DESC { LPCSTR TypeName; D3D10_SHADER_VARIABLE_CLASS Class; D3D10_SHADER_VARIABLE_TYPE Type; UINT Elements; UINT Members; UINT Rows; UINT Columns; UINT PackedSize; UINT UnpackedSize; UINT Stride; } extern (C) const GUID IID_ID3D10EffectType = {0x4e9e1ddc, 0xcd9d, 0x4772, [0xa8, 0x37, 0x0, 0x18, 0x0b, 0x9b, 0x88, 0xfd]}; interface ID3D10EffectType { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); HRESULT GetDesc(D3D10_EFFECT_TYPE_DESC* pDesc); ID3D10EffectType GetMemberTypeByIndex(UINT Index); ID3D10EffectType GetMemberTypeByName(LPCSTR Name); ID3D10EffectType GetMemberTypeBySemantic(LPCSTR Semantic); LPCSTR GetMemberName(UINT Index); LPCSTR GetMemberSemantic(UINT Index); */ } struct D3D10_EFFECT_VARIABLE_DESC { LPCSTR Name; LPCSTR Semantic; UINT Flags; UINT Annotations; UINT BufferOffset; UINT ExplicitBindPoint; } extern (C) const GUID IID_ID3D10EffectVariable = {0xae897105, 0x00e6, 0x45bf, [0xbb, 0x8e, 0x28, 0x1d, 0xd6, 0xdb, 0x8e, 0x1b]}; interface ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); */ } extern (C) const GUID IID_ID3D10EffectScalarVariable = {0xe48f7b, 0xd2c8, 0x49e8, [0xa8, 0x6c, 0x2, 0x2d, 0xee, 0x53, 0x43, 0x1f]}; interface ID3D10EffectScalarVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); HRESULT GetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); HRESULT SetFloat(float Value); HRESULT GetFloat(float* pValue); HRESULT SetFloatArray(float* pData, UINT Offset, UINT Count); HRESULT GetFloatArray(float* pData, UINT Offset, UINT Count); HRESULT SetInt(int Value); HRESULT GetInt(int* pValue); HRESULT SetIntArray(int* pData, UINT Offset, UINT Count); HRESULT GetIntArray(int* pData, UINT Offset, UINT Count); HRESULT SetBool(BOOL Value); HRESULT GetBool(BOOL* pValue); HRESULT SetBoolArray(BOOL* pData, UINT Offset, UINT Count); HRESULT GetBoolArray(BOOL* pData, UINT Offset, UINT Count); */ } extern (C) const GUID IID_ID3D10EffectVectorVariable = {0x62b98c44, 0x1f82, 0x4c67, [0xbc, 0xd0, 0x72, 0xcf, 0x8f, 0x21, 0x7e, 0x81]}; interface ID3D10EffectVectorVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); HRESULT GetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); HRESULT SetBoolVector (BOOL* pData); HRESULT SetIntVector (int* pData); HRESULT SetFloatVector(float* pData); HRESULT GetBoolVector (BOOL* pData); HRESULT GetIntVector (int* pData); HRESULT GetFloatVector(float* pData); HRESULT SetBoolVectorArray (BOOL* pData, UINT Offset, UINT Count); HRESULT SetIntVectorArray (int* pData, UINT Offset, UINT Count); HRESULT SetFloatVectorArray(float* pData, UINT Offset, UINT Count); HRESULT GetBoolVectorArray (BOOL* pData, UINT Offset, UINT Count); HRESULT GetIntVectorArray (int* pData, UINT Offset, UINT Count); HRESULT GetFloatVectorArray(float* pData, UINT Offset, UINT Count); */ } extern (C) const GUID IID_ID3D10EffectMatrixVariable = {0x50666c24, 0xb82f, 0x4eed, [0xa1, 0x72, 0x5b, 0x6e, 0x7e, 0x85, 0x22, 0xe0]}; interface ID3D10EffectMatrixVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); HRESULT GetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); HRESULT SetMatrix(float* pData); HRESULT GetMatrix(float* pData); HRESULT SetMatrixArray(float* pData, UINT Offset, UINT Count); HRESULT GetMatrixArray(float* pData, UINT Offset, UINT Count); HRESULT SetMatrixTranspose(float* pData); HRESULT GetMatrixTranspose(float* pData); HRESULT SetMatrixTransposeArray(float* pData, UINT Offset, UINT Count); HRESULT GetMatrixTransposeArray(float* pData, UINT Offset, UINT Count); */ } extern (C) const GUID IID_ID3D10EffectStringVariable = {0x71417501, 0x8df9, 0x4e0a, [0xa7, 0x8a, 0x25, 0x5f, 0x97, 0x56, 0xba, 0xff]}; interface ID3D10EffectStringVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetString(LPCSTR* ppString); HRESULT GetStringArray(LPCSTR* ppStrings, UINT Offset, UINT Count); */ } extern (C) const GUID IID_ID3D10EffectShaderResourceVariable = {0xc0a7157b, 0xd872, 0x4b1d, [0x80, 0x73, 0xef, 0xc2, 0xac, 0xd4, 0xb1, 0xfc]}; interface ID3D10EffectShaderResourceVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT SetResource(ID3D10ShaderResourceView pResource); HRESULT GetResource(ID3D10ShaderResourceView* ppResource); HRESULT SetResourceArray(ID3D10ShaderResourceView* ppResources, UINT Offset, UINT Count); HRESULT GetResourceArray(ID3D10ShaderResourceView* ppResources, UINT Offset, UINT Count); */ } extern (C) const GUID IID_ID3D10EffectRenderTargetViewVariable = {0x28ca0cc3, 0xc2c9, 0x40bb, [0xb5, 0x7f, 0x67, 0xb7, 0x37, 0x12, 0x2b, 0x17]}; interface ID3D10EffectRenderTargetViewVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT SetRenderTarget(ID3D10RenderTargetView pResource); HRESULT GetRenderTarget(ID3D10RenderTargetView* ppResource); HRESULT SetRenderTargetArray(ID3D10RenderTargetView* ppResources, UINT Offset, UINT Count); HRESULT GetRenderTargetArray(ID3D10RenderTargetView* ppResources, UINT Offset, UINT Count); */ } extern (C) const GUID IID_ID3D10EffectDepthStencilViewVariable = {0x3e02c918, 0xcc79, 0x4985, [0xb6, 0x22, 0x2d, 0x92, 0xad, 0x70, 0x16, 0x23]}; interface ID3D10EffectDepthStencilViewVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT SetDepthStencil(ID3D10DepthStencilView pResource); HRESULT GetDepthStencil(ID3D10DepthStencilView* ppResource); HRESULT SetDepthStencilArray(ID3D10DepthStencilView* ppResources, UINT Offset, UINT Count); HRESULT GetDepthStencilArray(ID3D10DepthStencilView* ppResources, UINT Offset, UINT Count); */ } extern (C) const GUID IID_ID3D10EffectConstantBuffer = {0x56648f4d, 0xcc8b, 0x4444, [0xa5, 0xad, 0xb5, 0xa3, 0xd7, 0x6e, 0x91, 0xb3]}; interface ID3D10EffectConstantBuffer : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT SetConstantBuffer(ID3D10Buffer pConstantBuffer); HRESULT GetConstantBuffer(ID3D10Buffer* ppConstantBuffer); HRESULT SetTextureBuffer(ID3D10ShaderResourceView pTextureBuffer); HRESULT GetTextureBuffer(ID3D10ShaderResourceView* ppTextureBuffer); */ } struct D3D10_EFFECT_SHADER_DESC { BYTE* pInputSignature; BOOL IsInline; BYTE* pBytecode; UINT BytecodeLength; LPCSTR SODecl; UINT NumInputSignatureEntries; UINT NumOutputSignatureEntries; } extern (C) const GUID IID_ID3D10EffectShaderVariable = {0x80849279, 0xc799, 0x4797, [0x8c, 0x33, 0x4, 0x7, 0xa0, 0x7d, 0x9e, 0x6]}; interface ID3D10EffectShaderVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetShaderDesc(UINT ShaderIndex, D3D10_EFFECT_SHADER_DESC* pDesc); HRESULT GetVertexShader(UINT ShaderIndex, ID3D10VertexShader* ppVS); HRESULT GetGeometryShader(UINT ShaderIndex, ID3D10GeometryShader* ppGS); HRESULT GetPixelShader(UINT ShaderIndex, ID3D10PixelShader* ppPS); HRESULT GetInputSignatureElementDesc(UINT ShaderIndex, UINT Element, D3D10_SIGNATURE_PARAMETER_DESC* pDesc); HRESULT GetOutputSignatureElementDesc(UINT ShaderIndex, UINT Element, D3D10_SIGNATURE_PARAMETER_DESC* pDesc); */ } extern (C) const GUID IID_ID3D10EffectBlendVariable = {0x1fcd2294, 0xdf6d, 0x4eae, [0x86, 0xb3, 0xe, 0x91, 0x60, 0xcf, 0xb0, 0x7b]}; interface ID3D10EffectBlendVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetBlendState(UINT Index, ID3D10BlendState* ppBlendState); HRESULT GetBackingStore(UINT Index, D3D10_BLEND_DESC* pBlendDesc); */ } extern (C) const GUID IID_ID3D10EffectDepthStencilVariable = {0xaf482368, 0x330a, 0x46a5, [0x9a, 0x5c, 0x1, 0xc7, 0x1a, 0xf2, 0x4c, 0x8d]}; interface ID3D10EffectDepthStencilVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetDepthStencilState(UINT Index, ID3D10DepthStencilState* ppDepthStencilState); HRESULT GetBackingStore(UINT Index, D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc); */ } extern (C) const GUID IID_ID3D10EffectRasterizerVariable = {0x21af9f0e, 0x4d94, 0x4ea9, [0x97, 0x85, 0x2c, 0xb7, 0x6b, 0x8c, 0xb, 0x34]}; interface ID3D10EffectRasterizerVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRasterizerState(UINT Index, ID3D10RasterizerState* ppRasterizerState); HRESULT GetBackingStore(UINT Index, D3D10_RASTERIZER_DESC* pRasterizerDesc); */ } extern (C) const GUID IID_ID3D10EffectSamplerVariable = {0x6530d5c7, 0x07e9, 0x4271, [0xa4, 0x18, 0xe7, 0xce, 0x4b, 0xd1, 0xe4, 0x80]}; interface ID3D10EffectSamplerVariable : ID3D10EffectVariable { /* TODO: fix vtbl[0] bug extern(Windows) : ID3D10EffectType GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectVariable GetMemberByIndex(UINT Index); ID3D10EffectVariable GetMemberByName(LPCSTR Name); ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); ID3D10EffectVariable GetElement(UINT Index); ID3D10EffectConstantBuffer GetParentConstantBuffer(); ID3D10EffectScalarVariable AsScalar(); ID3D10EffectVectorVariable AsVector(); ID3D10EffectMatrixVariable AsMatrix(); ID3D10EffectStringVariable AsString(); ID3D10EffectShaderResourceVariable AsShaderResource(); ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); ID3D10EffectConstantBuffer AsConstantBuffer(); ID3D10EffectShaderVariable AsShader(); ID3D10EffectBlendVariable AsBlend(); ID3D10EffectDepthStencilVariable AsDepthStencil(); ID3D10EffectRasterizerVariable AsRasterizer(); ID3D10EffectSamplerVariable AsSampler(); HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); HRESULT GetSampler(UINT Index, ID3D10SamplerState* ppSampler); HRESULT GetBackingStore(UINT Index, D3D10_SAMPLER_DESC* pSamplerDesc); */ } struct D3D10_PASS_DESC { LPCSTR Name; UINT Annotations; BYTE* pIAInputSignature; SIZE_T IAInputSignatureSize; UINT StencilRef; UINT SampleMask; FLOAT[4] BlendFactor; } struct D3D10_PASS_SHADER_DESC { ID3D10EffectShaderVariable pShaderVariable; UINT ShaderIndex; } extern (C) const GUID IID_ID3D10EffectPass = {0x5cfbeb89, 0x1a06, 0x46e0, [0xb2, 0x82, 0xe3, 0xf9, 0xbf, 0xa3, 0x6a, 0x54]}; /+interface ID3D10EffectPass { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); HRESULT GetDesc(D3D10_PASS_DESC* pDesc); HRESULT GetVertexShaderDesc(D3D10_PASS_SHADER_DESC* pDesc); HRESULT GetGeometryShaderDesc(D3D10_PASS_SHADER_DESC* pDesc); HRESULT GetPixelShaderDesc(D3D10_PASS_SHADER_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); HRESULT Apply(UINT Flags); HRESULT ComputeStateBlockMask(D3D10_STATE_BLOCK_MASK* pStateBlockMask); */ }+/ /** * HACK to FIX vtbl[0] bug: * This is an example HACK how to fix all interfaces which are NOT derived from * IUnknown. They need the first entry in their vtbl[] point to the first * virtual function. * See: * http://www.digitalmars.com/d/cpp_interface.html * http://d.puremagic.com/issues/show_bug.cgi?id=1687 */ struct ID3D10EffectPassVtbl { extern(Windows) : BOOL function(ID3D10EffectPass) IsValid; HRESULT function(ID3D10EffectPass, D3D10_PASS_DESC* pDesc) GetDesc; HRESULT function(ID3D10EffectPass, D3D10_PASS_SHADER_DESC* pDesc) GetVertexShaderDesc; HRESULT function(ID3D10EffectPass, D3D10_PASS_SHADER_DESC* pDesc) GetGeometryShaderDesc; HRESULT function(ID3D10EffectPass, D3D10_PASS_SHADER_DESC* pDesc) GetPixelShaderDesc; ID3D10EffectVariable function(ID3D10EffectPass, UINT Index) GetAnnotationByIndex; ID3D10EffectVariable function(ID3D10EffectPass, LPCSTR Name) GetAnnotationByName; HRESULT function(ID3D10EffectPass, UINT Flags) Apply; HRESULT function(ID3D10EffectPass, D3D10_STATE_BLOCK_MASK* pStateBlockMask) ComputeStateBlockMask; } alias ID3D10EffectPassVtbl** ID3D10EffectPass; struct D3D10_TECHNIQUE_DESC { LPCSTR Name; UINT Passes; UINT Annotations; } extern (C) const GUID IID_ID3D10EffectTechnique = {0xdb122ce8, 0xd1c9, 0x4292, [0xb2, 0x37, 0x24, 0xed, 0x3d, 0xe8, 0xb1, 0x75]}; /+interface ID3D10EffectTechnique { /* TODO: fix vtbl[0] bug extern(Windows) : BOOL IsValid(); HRESULT GetDesc(D3D10_TECHNIQUE_DESC* pDesc); ID3D10EffectVariable GetAnnotationByIndex(UINT Index); ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); ID3D10EffectPass GetPassByIndex(UINT Index); ID3D10EffectPass GetPassByName(LPCSTR Name); HRESULT ComputeStateBlockMask(D3D10_STATE_BLOCK_MASK* pStateBlockMask); */ }+/ /** * HACK to FIX vtbl[0] bug: * This is an example HACK how to fix all interfaces which are NOT derived from * IUnknown. They need the first entry in their vtbl[] point to the first * virtual function. * See: * http://www.digitalmars.com/d/cpp_interface.html * http://d.puremagic.com/issues/show_bug.cgi?id=1687 */ struct ID3D10EffectTechniqueVtbl { extern(Windows) : BOOL function(ID3D10EffectTechnique) IsValid; HRESULT function(ID3D10EffectTechnique, D3D10_TECHNIQUE_DESC* pDesc) GetDesc; ID3D10EffectVariable function(ID3D10EffectTechnique, UINT Index) GetAnnotationByIndex; ID3D10EffectVariable function(ID3D10EffectTechnique, LPCSTR Name) GetAnnotationByName; ID3D10EffectPass function(ID3D10EffectTechnique, UINT Index) GetPassByIndex; ID3D10EffectPass function(ID3D10EffectTechnique, LPCSTR Name) GetPassByName; HRESULT function(ID3D10EffectTechnique, D3D10_STATE_BLOCK_MASK* pStateBlockMask) ComputeStateBlockMask; } alias ID3D10EffectTechniqueVtbl** ID3D10EffectTechnique; struct D3D10_EFFECT_DESC { BOOL IsChildEffect; UINT ConstantBuffers; UINT SharedConstantBuffers; UINT GlobalVariables; UINT SharedGlobalVariables; UINT Techniques; } extern (C) const GUID IID_ID3D10Effect = {0x51b0ca8b, 0xec0b, 0x4519, [0x87, 0xd, 0x8e, 0xe1, 0xcb, 0x50, 0x17, 0xc7]}; interface ID3D10Effect : IUnknown { extern(Windows) : BOOL IsValid(); BOOL IsPool(); HRESULT GetDevice(ID3D10Device* ppDevice); HRESULT GetDesc(D3D10_EFFECT_DESC* pDesc); ID3D10EffectConstantBuffer GetConstantBufferByIndex(UINT Index); ID3D10EffectConstantBuffer GetConstantBufferByName(LPCSTR Name); ID3D10EffectVariable GetVariableByIndex(UINT Index); ID3D10EffectVariable GetVariableByName(LPCSTR Name); ID3D10EffectVariable GetVariableBySemantic(LPCSTR Semantic); ID3D10EffectTechnique GetTechniqueByIndex(UINT Index); ID3D10EffectTechnique GetTechniqueByName(LPCSTR Name); HRESULT Optimize(); BOOL IsOptimized(); } extern (C) const GUID IID_ID3D10EffectPool = {0x9537ab04, 0x3250, 0x412e, [0x82, 0x13, 0xfc, 0xd2, 0xf8, 0x67, 0x79, 0x33]}; interface ID3D10EffectPool : IUnknown { extern(Windows) : ID3D10Effect AsEffect(); } HRESULT D3D10CompileEffectFromMemory(void* pData, SIZE_T DataLength, LPCSTR pSrcFileName, D3D10_SHADER_MACRO* pDefines, ID3D10Include pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Blob* ppCompiledEffect, ID3D10Blob* ppErrors); HRESULT D3D10CreateEffectFromMemory(void* pData, SIZE_T DataLength, UINT FXFlags, ID3D10Device pDevice, ID3D10EffectPool pEffectPool, ID3D10Effect* ppEffect); HRESULT D3D10CreateEffectPoolFromMemory(void* pData, SIZE_T DataLength, UINT FXFlags, ID3D10Device pDevice, ID3D10EffectPool* ppEffectPool); HRESULT D3D10DisassembleEffect(ID3D10Effect pEffect, BOOL EnableColorCode, ID3D10Blob* ppDisassembly);